Archive for December, 2008
Importing World of Warcraft’s static models to OGRE
by admin on Dec.15, 2008, under Blogs
World of Warcraft has an amazingly rich collection of models including weapons, creatures, trees, plants, houses and pretty much everything that is needed a complete game.
First off I want to address the legal/copyright issues.
Educational Use of Production Materials
Blizzard Entertainment supports the use of its game assets for educational purposes, and you are welcome and encouraged to create a Production for a school project, master’s thesis, etc. All limitations above still apply to Productions created for educational purposes.
Taken from http://www.wow-europe.com/en/community/machinima/letter.html
Tools needed:
MyWarcraftStudio http://www.wowmodelviewer.org/index.php?option=com_remository&Itemid=35&func=fileinfo&id=12
WoW Model Viewer http://www.wowmodelviewer.org/index.php?option=com_remository&Itemid=35&func=fileinfo&id=28
Milkshape 3D http://chumbalum.swissquake.ch/ms3d/download.html
Word of Warcraft
How To:
WoW stores models as .M2 files, which is a WoW proprietary file format. It contains a lot of data such as bones, vertices, textures used, animations and more. These .M2 files are stored in compressed .MPQ files. The .MPQ files of interest are common.mpq, expansion.mpq and patch-x.mpq in the WoW\data directory.
- Open up WoW Model Viewer and point it towards your WoW .mpq files. Most of the interesting decals are placed in the World subdirectory. Pick a model of your liking and go to File->export model and save it somewhere.
- The model will be saved in a Milkshape 3D format. Open the exported model in Milkshape 3D and go to File->Export->Ogre3D Engine file. Give an appropriate path and click OK. If you want to see all supported file formats go to http://chumbalum.swissquake.ch/ms3d/index.html
- View the exported model in Ogre Mesh Viewer program or you can use your own program. If you are lucky, everything looks fine. However, more often than not, something isn’t quite right.
- If the exported model’s textures have alpha channels, for example if it is an bush or a tree, you need to manually extract the texture using MyWarCraftStudio because WoW Model Viewer currently (version 0.5.09c) does not export the alpha channel correctly. Open the log.txt file stored in the same folder as WoW Model Viewer and scroll to the bottom. It will have a few lines like this that correspond to the model you just exported:
Loading model: World\Azeroth\burningsteppes\passivedoodads\rocks burningsteppesboulders04.m2
Loading texture: WORLD\AZEROTH\BURNINGSTEPPES\PASSIVEDOODADS\ROCKS\ASHROCK04.BLP
Info: Exporting model to X:\Stone1.ms3d..
The .blp files are the textures, so browse to that path using MyWarcraftStudio and extract the texture. It will now have the correct alpha channel.
That’s it.
Interactive Educational Game
by admin on Dec.02, 2008, under Blogs
Interactive Educational Game
I develop this game in 2007 using OGRE as Graphics Engine. I like the cartoon environments of this game.
This game is built in a modular way, so users can add or remove the interactive modules. All interactive modules have been built using Flash Technology. The game will load and display that flash modules on DirectX or OpenGL environments.
Actually OGRE supports CG Scripting that allow us to use Cartoon Rendering. But this Cartoon Rendering can only be done in Graphics Card that support Pixel Shader 2.0 or above. So I decided not using that expensive cartoon rendering, but using 3D graphics technique from 3D software (my CG artist using Max Studio) to make it like cartoon rendering. He has been created two 3D meshes to make that cartoon rendering, I don’t know the details about that techniques.
This is list of all libraries and development tools for these projects:
Language: C++
Graphics Engine: OGRE
Physic Engine: Newton Dynamic
Sound & Music Library: IrrKlang
Flash Library: Hikari
Development Tool: Visual Studio 2005
Platform: Windows XP
